So basically its a script to make a custom pose, but i think its checking everytime if the player is sitting or something and its getting thousand errors on output and its really stressing
seat = script.Parent
function added(child)
if (child.className=="Weld") then
human = child.part1.Parent:FindFirstChild("Humanoid")
if human ~= nil then
anim = human:LoadAnimation(seat.Animation)
anim:Play()
end
end
end
function removed(child2)
if anim ~= nil then
anim:Stop()
anim:Remove()
end
end
seat.ChildAdded:connect(added)
seat.ChildRemoved:connect(removed)
Seems like the weld’s Part1 property is empty. Instead of relying on welds, can’t you just check the Occupant property and directly set the sitting animation in the Player’s Animate script?
I made many posts with code I have given relating to this issue and they seemed to work for them,
You can try this
local seat = script.Parent
local animId = seat.Animation.AnimationId
local defaultAnim = "http://www.roblox.com/asset/?id=2506281703"
local formeroccupant
seat:GetPropertyChangedSignal("Occupant"):Connect(function()
local humanoid = seat.Occupant
if humanoid then
local char = humanoid.Parent
char.Animate.sit.SitAnim.AnimationId = animId
formeroccupant = char
else
formeroccupant.Animate.sit.SitAnim.AnimationId = defaultAnim
formeroccupant = nil
end
end)
And it should work fine if your rigs are R15, if not, the 1st post I sent has code that should work if you’re using R6
thanks for the help and that worked, but im struggling with the animations, because the player is always sometimes a little further than it should be, always misplaced, but i guess its a question for another post, thanks for the help!
yea well i followed some tutorials making this custom poses and i dont know what went wrong maybe the seat position but its perfectly aligned, i guess the only solution is playing around with the animation and the seat position